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IRM Expansions and Addons (CAM Edition)  1.1

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About This File

1 - INTRODUCTION/OVERVIEW

This package contains a version of @T Wrecks's Industrial Revolution Mod (IRM) Expansions and Addons which are designed to work with the Colossus Addon Mod (CAM). When used alongside @Shadowstrike's Industrial Revolution Mod - CAM Version, all IRM lots released to date (including Expansions, Addons, and W2W Expansions) are compatible with CAM. Please consult the download page for the original Industrial Revolution Mod for T Wrecks' excellently written description of what the IRM is, and the dependencies required for it to run (obviously CAM is also needed for this version of the mod to work). In short, the IRM includes T Wrecks' beautiful relot of all the original Maxis industrial lots, and separates dirty/traditional industries (which only develop on medium-density industrial zones) from modern/high-tech industries (which only develop on high-density industrial zones).

In addition to the original IRM option of using lots with or without toroca's Industrial Jobs Quadrupler, Shadowstrike's IRM CAM mod includes two additional options:

  • Version A: Preserves T Wrecks' distribution of I-M lots between medium-density and high-density industrial zones, on the basis of appearance.
  • Version B: Allocates all the I-HT lots to the high-density industrial zones and all the I-M (as well as the I-D) lots to the medium-density industrial zones

Between the IRM Expansion lots, W2W Expansion lots, ID-Addon lots, and IM-Addon lots, 521 lots are included , and are allocated in the following way over growth stages 1-9:

IRM_CAM_Stage_Distribution.png

For more CAM-patible lots, follow the CAM Revival Project, and effort to provide high-quality CAMpatible lots for popular creators and buildings.


2 - USE

Choose the version suitable to your play style and which matches the A|B version chosen from Shadowstrike's mod.

The version you choose must be installed such that it loads after the CAM, because it's lots share the same IIDs as both the default Maxis industrial lots as well as their CAM counterparts. To do this, place it in a folder within your plugins folder which comes alphabetically after the CAM folder. Keeping the default folder structure of /IRM/Version A|B will satisfy this requirement. Each of these versions contains a series of subfolders dividing out the different IRM categories. Within the IRM Expansion and IRM W2W Expansion, you can pick and choose which buildings you want to include. Delete the folders for any buildings you do not want to include.

Note that the quadrupled versions that were previously in this mod have been removed. The stats of the lots in this upload have been created with PIMX, which automatically makes them CAMpatible. A side effect of this is the stats out of PIMX are much higher than T Wreck's original stats, rendering use of a quadrupled version much less relevant.

To easily determine if you have the correct dependencies run the provided Cleanitol script with the Cleanitol 2023 program. The script will scan the files you have installed in plugins and prompt you for any missing dependencies, while ignoring the required dependencies for any items you did not want to install and deleted in the previous step.

IMPORTANT: Running this script with the old 2013 Cleanitol release will result in inaccurate results because this script uses new features that are not compatible with the 2013 Cleanitol release.

If you no longer wish to use this download, proceed as follows:

  1. Bulldoze all industrial lots pertaining to this download
  2. Save all the cities and exit the game when you're done bulldozing
  3. Remove the associated files from your plugins folder

Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done.


3 - DEPENDENCIES

It is HIGHLY recommended to run the provided Cleanitol script with Cleanitol 2023 to determine if you have the required dependencies. The list of dependencies is also provided within the readme. Because this is an aggregation of dozens of uploads, the dependency list is quite long. However, you may pick and choose which buildings you want to have which will limit this list. The provided Cleanitol script is "smart" and can pick up if you removed a specific building or lot and will no longer recommend its dependencies.

  • All IRM Base Pack dependencies - T Wreck's Base Pack should not be used (because Shadowstrike's IRM CAM overrides these lots), but all of its dependencies are required.
  • Industrial Revolution Mod - CAM Version - This includes CAM versions of all of the lots from the IRM Base Pack. While the lots in this mod will technically work without the IRM CAM Base Pack there is little reason to use this mod without it, and you may encounter unexpected behavior if used independently.
  • IRM Expansions and Add-ons of your choosing. The readme details all of these buildings in-depth (pasting the table in here hideously broke the formatting on this page). For each of the packs included, only the *.sc4model file for the building is required.

T Wrecks' original screenshots and readmes are included in this download. To remove these easily, run the Cleanitol script provided in SC4Cleanitol to remove all non-game items from your plugins folder (images, readmes, etc.).


4 - FINAL WORDS

Credit to @T Wrecks for the IRM mod, @Shadowstrike for their CAM version of the IRM Base Pack, and @rsc204 for CAM versions of the IRM I-D and I-M Addons which were permitted to be included in this mod.

For any issues or help or advice, drop me a message or make a post in my lot thread.

 


What's New 1.1   View Changelog


Released

Update readme documentation to clarify dependencies. Removed the quadrupled version as it's stats are not in alignment with CAM.

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I HAVE QUESTIONS.

 

Is it already christmas? Is "nos 17" the nick of santa claus? Is botox for sc4-industries even legal?  

 

Thank you! Thank you! Thank you!

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I HAVE QUESTIONS TOO.

Although, first of all: Thank you! Thank you! Thank you!

So, my questions are about the Quadrupled use with CAM. I'm new to CAM and I've just came back to SC4 after an hiatus of a few years, so, please bear with me.

I used the Quadrupler by toroca with the non-CAM IRM before. Recently, I was using the Doubler by bones1, again with non-CAM IRM. In other words, I don't want massive industrial areas to support relatively small residential areas. But, CAM documentation specifically says that these mods are inCAMpatible and superfluous because industrial buildings have already been modified (some have been multiplied by 6). I don't know if that still applies when IRM CAM mod and/or this IRM CAM expansion mod are installed.

So, is the CAM industry job boost still in efect with CAM versions of IRM mod buildings?

In the meantime, I'm working my way with the dependencies of this mod. Thanks again!

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21 hours ago, Membrillo said:

I HAVE QUESTIONS TOO.

Although, first of all: Thank you! Thank you! Thank you!

So, my questions are about the Quadrupled use with CAM. I'm new to CAM and I've just came back to SC4 after an hiatus of a few years, so, please bear with me.

I used the Quadrupler by toroca with the non-CAM IRM before. Recently, I was using the Doubler by bones1, again with non-CAM IRM. In other words, I don't want massive industrial areas to support relatively small residential areas. But, CAM documentation specifically says that these mods are inCAMpatible and superfluous because industrial buildings have already been modified (some have been multiplied by 6). I don't know if that still applies when IRM CAM mod and/or this IRM CAM expansion mod are installed.

So, is the CAM industry job boost still in efect with CAM versions of IRM mod buildings?

In the meantime, I'm working my way with the dependencies of this mod. Thanks again!

So I think you're right, that CAM and quadrupler are incompatible. I'm hardly an expert here but I have done some more reading since, especially because another member shared exactly the same questions.  CAM + doubler/quadrupler are also modifying the same assets so they would be "doubly" incompatible. In their CAM 2.1 manual, @InvisiChem suggests the IRM (CAM version) is CAMpatible, the expansions and add-ons are probably CAMpatible, and anything PIMXd is also CAMpatible. This implies that my quadrupled versions are not CAMpatible (though there is no actual conflict with CAM - they are new exemplars and don't override any CAM content - they are just designed with values out-of-proportion with the rest of the industrial content).

I'm a little torn between keeping all of the options there (for people who may be already using IRM 4x'd, it probably is best for consistency), and taking them down. Either way, I think an update in the documentation is required. Curious on your thoughts.

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38 minutes ago, nos.17 said:

Curious on your thoughts.

Sadly, I have no idea about the technical aspects of modding. It's a shame that T Wrecks, InvisiChem and Shadowstrike are no longer active here, so maybe @Fantozzi and others can bring some light.

I am still wrapping my head around Shadowstrike's Industrial Revolution Mod - CAM Version and why it supposedly doesn't need the original IRM by T Wrecks to work. Shadowstrike said that the original IRM wasn't needed. I haven't had time to do serious tests, but this is what I've found so far:

CAM→IRMCAM-B: Industrial CAMeLots develop (CAMeLot counter). Industrial buildings have Maxis skin (One of the attractives of IRM is the way the buildings look. Loosing it is no good)

CAM→IRMbase→IRMCAM-B: Industrial CAMeLots develop. Maxis skin. (It looks like nothing changes if IRMbase loads before IRMCAM)

CAM→IRMCAM-B→IRMbase: Industrial CAMeLots develop. IRM skin. (This looks like it works as intended)

I haven't noticed any changes in workforce with any of the above combinations, but I didn't take notes, so maybe there are.

I was using the B version, but didn't check if only dirty industry was developing in medium density.

I don't know why Shadowstrike said IRMbase wasn't needed, because without it the game only displays Maxis style industrial buildings. Maybe at that time IRMbase-CAM included the lots too? Currently, the mod is just a small .dat file.

T Wrecks said this about the CAM compatibility of the IRMbase mod:

Quote

Is this mod compatible with the Colossus Addon Mod (CAM)? No. The CAM contains copies of all Maxis lots that have been assigned to different stages and given a different IID. That's why the IRM lots cannot override the CAM lots.

So, my guess is that IRMCAM overrides the CAM lots with CAMpatible properties. After that, IRMbase is there to make the buildings look as intended.

So, @nos.17, should your mod load after everything else? I.e.: CAM→IRMCAM→IRMbase→IRMexpaddonCAM?

Regarding the quadrupler/doubler issue, I think the right way is to keep gaming properties as close as possible to CAM specifications. Providing the option for 4x is fine, but players should be aware of any possible issues. Nevertheless, is the 4x applied to Maxis original numbers or to CAM numbers? Because if it is the latter, it could be game breaking.

I'm sorry to use this thread to raise so many questions about Shadowstrike's mod. But, since this is an expansion to it and Shadowstrike is no longer here, this thread may be the best place to discuss how everything interacts together. Anyway, please do not hesitate to let me know if you prefer to not discuss anything outside the expansion mod.

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3 hours ago, Membrillo said:

I was using the B version, but didn't check if only dirty industry was developing in medium density.

This was poorly worded. I am getting I-M in high density industrial areas. So B version, which supposedly would move all I-M to medium density allowing I-HT only in high, is not working. At least not with this loading order: CAM→IRMCAM→IRMbase

I already have all the buildings and dependencies for your mod @nos.17, at least the ones currently available to download. So, I am thinking about installing it to run some tests. Any suggestions?

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On 12/7/2023 at 9:23 PM, Membrillo said:

I am still wrapping my head around Shadowstrike's Industrial Revolution Mod - CAM Version and why it supposedly doesn't need the original IRM by T Wrecks to work. Shadowstrike said that the original IRM wasn't needed.

This is correct. Shadowstrike's IRM CAM contains the exact same files as IRM Base, except with the values modified for CAM.

On 12/7/2023 at 9:23 PM, Membrillo said:

I don't know why Shadowstrike said IRMbase wasn't needed, because without it the game only displays Maxis style industrial buildings. Maybe at that time IRMbase-CAM included the lots too? Currently, the mod is just a small .dat file.

Yep! If you take a look inside that dat file there are 261 lots packed in there.

On 12/7/2023 at 9:23 PM, Membrillo said:

So, my guess is that IRMCAM overrides the CAM lots with CAMpatible properties. After that, IRMbase is there to make the buildings look as intended.

So, @nos.17, should your mod load after everything else? I.e.: CAM→IRMCAM→IRMbase→IRMexpaddonCAM?

CAM overrides Maxis industry. IRM CAM overrides CAM industry. Thus the load order should be CAMIRM CAM. Keep in mind that this expansion does not override anything included in the game from Maxis, or anything included in CAM - it is all overriding custom lots/buildings created by the community. If you throw this stuff in the same folder as the IRM CAM assets you'll be fine (as long as you don't keep the lots included in the dependency files here).

On 12/8/2023 at 12:30 AM, Membrillo said:

This was poorly worded. I am getting I-M in high density industrial areas. So B version, which supposedly would move all I-M to medium density allowing I-HT only in high, is not working. At least not with this loading order: CAM→IRMCAM→IRMbase

Try this without the IRM base. If its set up as you describe then IRM Base is overriding IRM CAM thus giving you back the original distributions of I-M.

On 12/8/2023 at 12:30 AM, Membrillo said:

So, I am thinking about installing it to run some tests. Any suggestions?

Nope. Go for it! *:yes:

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On 9/12/2023 at 11:59 PM, nos.17 said:

This is correct. Shadowstrike's IRM CAM contains the exact same files as IRM Base, except with the values modified for CAM.

It's a bit confusing because some related mods (including this one *:P) include both of them in the required dependencies; while others say one or the other.

On 9/12/2023 at 11:59 PM, nos.17 said:

Yep! If you take a look inside that dat file there are 261 lots packed in there.

I said I had no idea about the technical stuff, and I proved my point! XD. I made it work and now I have the version A of IRM-CAM withouth the original IRM base pack. I don't know why the version B alone wasn't working, but it was probably my fault.

On 9/12/2023 at 11:59 PM, nos.17 said:

CAM overrides Maxis industry. IRM CAM overrides CAM industry.

This got me thinking. How does the quadrupler fit here? None of the SC4D LEX Legacy IRM CAMpatible packs available on SC4Evermore says nothing about compatibilities with multipliers, so I guess they are not designed to be used with any of them. But at least from what I have observed so far, their industries offer a lot more jobs than IRM-CAM industries. I guess this is a modding trade off, there aren't any real guidelines and every modder does what they want (which is totally fine, it is their mod after all) and PIM-X values still give plenty of room for big differences between buildings.

On 9/12/2023 at 11:59 PM, nos.17 said:

Go for it! *:yes:

It's already running! I had to exclude a sizeable chunk of the buildings due to missing dependencies, but there is still a lot of good stuff left! I went for the version A (IRM standard separation) and standard job numbers too. Although I'm not going to have a lot of time available to play around because my parents are coming over to visit us. Not a lot of time to play, if any, until mid January.


  Edited by Membrillo  
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1 hour ago, Membrillo said:

It's a bit confusing because some related mods (including this one *:P) include both of them in the required dependencies; while others say one or the other.

Fair point. I did word that a little poorly. I'll get it changed.

1 hour ago, Membrillo said:

This got me thinking. How does the quadrupler fit here? None of the SC4D LEX Legacy IRM CAMpatible packs available on SC4Evermore says nothing about compatibilities with multipliers, so I guess they are not designed to be used with any of them. But at least from what I have observed so far, their industries offer a lot more jobs than IRM-CAM industries. I guess this is a modding trade off, there are not guidelines and every modder does what they want (which is totally find, it is their mod after all) and PIM-X values still give plenty of room for big differences between buildings.

It's my understanding that anything made with PIMX is automatically CAMpatible. PIMX uses a standard set of calculations to determine stats, and if you don't use PIMX to create lots (which I don't think T Wrecks did), there is no guarantee the stats will be consistent. The quadrupler arose because people thought the default Maxis job amounts were far too small, but the CAM/PIMX values are a good bit higher so I suppose the quadrupler is less relevant.

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One important thing to note that I don't think has been mentioned elsewhere (and, probably, should be advertised more widely—all of T Wrecks's original uploads still link to obsolete SC4Devotion pages) is that, at least as of Version 7, the BSC Common Dependencies Pack contains all the models for JEStarr, Tag_One and JFMyers's buildings used in the IRM Expansions and Add-Ons. As far as I can tell, that means the only IRM Expansion files that currently require unavailable dependencies are the SFBT ones (H2O Chemistry, High Enthalpy Wind Tunnel and Maschinebau, all by Mathe Man).

Anyway this has encouraged me to try playing with CAM and IRM myself, which will evidently take some getting used to, but should be fun. Thanks for putting this together.

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7 hours ago, kaimai said:

 Version 7, the BSC Common Dependencies Pack contains all the models for JEStarr, Tag_One and JFMyers's buildings used in the IRM Expansions and Add-Ons.

WOW, this is great news!

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On 12/13/2023 at 12:21 PM, kaimai said:

One important thing to note that I don't think has been mentioned elsewhere (and, probably, should be advertised more widely—all of T Wrecks's original uploads still link to obsolete SC4Devotion pages) is that, at least as of Version 7, the BSC Common Dependencies Pack contains all the models for JEStarr, Tag_One and JFMyers's buildings used in the IRM Expansions and Add-Ons. As far as I can tell, that means the only IRM Expansion files that currently require unavailable dependencies are the SFBT ones (H2O Chemistry, High Enthalpy Wind Tunnel and Maschinebau, all by Mathe Man).

Anyway this has encouraged me to try playing with CAM and IRM myself, which will evidently take some getting used to, but should be fun. Thanks for putting this together.

Good observation. I'll update the docs shortly. *:8)

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On 10/12/2023 at 4:59 AM, nos.17 said:

CAM overrides Maxis industry. IRM CAM overrides CAM industry. Thus the load order should be CAMIRM CAM. Keep in mind that this expansion does not override anything included in the game from Maxis, or anything included in CAM - it is all overriding custom lots/buildings created by the community. If you throw this stuff in the same folder as the IRM CAM assets you'll be fine (as long as you don't keep the lots included in the dependency files here).

Will the CAM and even Maxis industry lots grow with IRM CAM lots or not to add more variety? Or I'm reading it incorrectly.

On 14/12/2023 at 6:21 AM, kaimai said:

unavailable dependencies are the SFBT ones (H2O Chemistry, High Enthalpy Wind Tunnel and Maschinebau, all by Mathe Man)

I hope these will be available soon since SimCity Plaza isn't accessible!

Lastly, thanks for bringing these to Simtropolis after all these years! 

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Hello, I just installed the IRM CAM and this expansion.

From what I understand, after you download and install this expansion, you have to go pick the missing 100+ .sc4model files and put them in each of the building you want to be available. Is that correct?

I tried to add just one for testing (IRM W2W Gaulargaten 15 By Glenni), indeed the cleantool script doesn't complain anymore, according to what you wrote about the script checking only the buldings you want.

Ok, fine, but it seems that for all the other buildings for whom you didn't provide the .sc4model, if you don't delete their directory, you get the dreaded "brown box". I did. I got a few NYBT ABBT 609 W 131st Street in my test city and they are all brown boxes.

I guess this is normal, since the model is missing, but I have a question now: why wasn't their .sc4 model directly added with each buidling? Why should whoever wants this very nice IRM expansion need to do that and find and put 100+ models there?

Please notice that I'm not complaining, I understand this modding is heavy work: it took me 1 full day to install all the mods from NAM, CAM, DLLs, many CAM stuff including the nightmare CAM agricolture and all their respective dependences and I probably did some mistakes and I'm gonna use SC4READER to check the failed dependences and it doesn't look good.

I say again, I'm not complaining and modding of any game is funny and heavy work, but I'm genuinely curious why this expansion requires to go hunt for all those .sc4model files, and at least takes the pain to correctly lists them with their link, when with basically the same work of listing those, they could have been included in the expansion zip file directly.
The author did such a wonderful job that I cannot believe it is laziness, so there should be another reason, but I can't figure which one. Would you satisfy my curiosity?

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Oh, I also have to add that there is already one I cannot find the sc4model, the very first one in the list: IRM W2W Acme Boiler Factory By Jestarr

 

I can find it here in simtropolis but the package doesn't have the model, and it seems that could be found only on sc4devotion which is closed and sc4evermore doesn't have it (yet) available... so I cannot get rid of the brown box...

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Hi @kontorotsui thanks for your comment! *:)

The quick answer is because I do not own the models. The models were created by someone else and I cannot just package them up and redistribute them on my own. It is a significant burden to download everything, and there is work being done on that front. sc4pac is a sort of package manager that could automatically handle this for you - once all of the necessary dependencies are logged into the sc4pac system, you could tell it you wanted to download this file and it would download and collect and extract every dependency for you automatically. It requires significant effort to get all of those dependencies logged in there, though it's something I'm actively working on (I just submitted my first things into sc4pac this past weekend *:ohyes:). It's a relatively new tool so there's not too many things in there and there's no UI yet, but it's the future of how I think we'll eventually start distributing our content.

Re: Acme boiler, I believe they are part of BSC MEGA Props - JES Vol03, now found in the BSC Common Dependencies.

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18 hours ago, nos.17 said:

Hi @kontorotsui thanks for your comment! *:)

The quick answer is because I do not own the models. The models were created by someone else and I cannot just package them up and redistribute them on my own. It is a significant burden to download everything, and there is work being done on that front. sc4pac is a sort of package manager that could automatically handle this for you - once all of the necessary dependencies are logged into the sc4pac system, you could tell it you wanted to download this file and it would download and collect and extract every dependency for you automatically. It requires significant effort to get all of those dependencies logged in there, though it's something I'm actively working on (I just submitted my first things into sc4pac this past weekend *:ohyes:). It's a relatively new tool so there's not too many things in there and there's no UI yet, but it's the future of how I think we'll eventually start distributing our content.

Re: Acme boiler, I believe they are part of BSC MEGA Props - JES Vol03, now found in the BSC Common Dependencies.

Hi, thanks for your nice reply, yes indeed I found that Acme Boiler was already covered in that prop volume. The cleaningtool listed the missing ones, still a lot.
I understand the reasons, it is a due courtesy to the authors of the model.
The big problem is that at least one of those models is positively missing and I cannot find it, that too was in the now defunct sc4devotion site and I could not find it anywhere. I'm not at home now so I cannot check which one but I'm pretty sure there is at least one.
If you want I can make a list of the ones that cannot be found, at least for those models, since they cannot be found anywhere, would it be possible for you to set up a temporary download place, since you worked on the mod you surely have a local copy of all of them.

I have used the sc4pac, for another nightmare (to install, but great to use) mod: the CAM agricoltural. That one had a lot of stuff in sc4devotion that went missing, but thanks to sc4pac I managed to download everything from all around automatically and it took only the time to merge the missing pieces in the plugin directory.

 

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Hi @nos.17,

Just to be sure I did it right, I've got the "IRM_ModifiedToWorkWithCAM_B.dat" file in the highlighted folder. It should load after both CAM folders?

plgns.jpg

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On 4/14/2025 at 4:36 PM, Frenchizzle34 said:

Hi @nos.17,

Just to be sure I did it right, I've got the "IRM_ModifiedToWorkWithCAM_B.dat" file in the highlighted folder. It should load after both CAM folders?

plgns.jpg

Yep, that should work. Let me know if not. This is on my list to get added to sc4pac sooner rather than later anyways.

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47 minutes ago, nos.17 said:

Yep, that should work. Let me know if not. This is on my list to get added to sc4pac sooner rather than later anyways.

Will do, thank you!

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Hey,

I've been trying to get get these expansions and add-ons to work in my SimCity 4 installation but I am having a hard time with it.

When I only put the SC4model files in my dependencies folder the cleanitol seems to not recognise it's presence. When I only install the mega dependencies pack (via SC4Pac) cleanitol fails to recognise any dependency. 
When I install a building dependency in full (including it's associated lot) the cleanitol starts noticing the presence of both the specific building and whichever dependency is in the mega pack. Will issues arise if I keep these lots installed?
 

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On 1/19/2026 at 10:42 AM, CaptainTwattingham said:

Hey,

I've been trying to get get these expansions and add-ons to work in my SimCity 4 installation but I am having a hard time with it.

When I only put the SC4model files in my dependencies folder the cleanitol seems to not recognise it's presence. When I only install the mega dependencies pack (via SC4Pac) cleanitol fails to recognise any dependency. 
When I install a building dependency in full (including it's associated lot) the cleanitol starts noticing the presence of both the specific building and whichever dependency is in the mega pack. Will issues arise if I keep these lots installed?
 

Hi, it's been a long time since I looked at this, but I would err on the side of an error with the cleanitol script or program being wrong. It was put together before sc4pac was a thing. I would say put things together in sc4pac to the best of your abilities and if you run into boxes we can go from there to work things out.

This is currently on my list to add into sc4pac sooner rather than later, but I'm working on another project at the moment. ^_^

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On 1/21/2026 at 1:33 AM, nos.17 said:

Hi, it's been a long time since I looked at this, but I would err on the side of an error with the cleanitol script or program being wrong. It was put together before sc4pac was a thing. I would say put things together in sc4pac to the best of your abilities and if you run into boxes we can go from there to work things out.

This is currently on my list to add into sc4pac sooner rather than later, but I'm working on another project at the moment. ^_^

Thank you for the response! I was assuming the problem laid with me. With the superb Advanced Lot Plop mod I could check in-game which lots had their dependencies installed and which ones had duplicate lot files. A bit of manual work but the industrial parks will be worth it.

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